I broke force arrows, in fact!
so much for tooting my own horn
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@ -332,7 +332,7 @@ export class Level {
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player_awaiting_input() {
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player_awaiting_input() {
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//todo: the tic_counter part feels kludgey. maybe there's some other way a wait/wall nudge can wait a certain amount of time per tap?
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//todo: the tic_counter part feels kludgey. maybe there's some other way a wait/wall nudge can wait a certain amount of time per tap?
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return this.player.movement_cooldown === 0 && this.player.slide_mode === null && this.tic_counter % 2 == 0
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return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (this.player.slide_mode === 'force' && this.player.last_move_was_force)) && this.tic_counter % 2 == 0
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}
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}
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// Move the game state forwards by one tic
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// Move the game state forwards by one tic
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@ -438,10 +438,14 @@ export class Level {
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}
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}
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// Second pass: actors decide their upcoming movement simultaneously
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// Second pass: actors decide their upcoming movement simultaneously
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// (we'll do the player's decision in part 2!)
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for (let actor of this.actors) {
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for (let actor of this.actors) {
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if (actor != this.player)
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{
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this.actor_decision(actor, p1_primary_direction);
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this.actor_decision(actor, p1_primary_direction);
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}
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}
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}
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}
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}
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_advance_tic_part2(p1_primary_direction, p1_secondary_direction) {
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_advance_tic_part2(p1_primary_direction, p1_secondary_direction) {
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